《System gone rogue》018
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Designing Dungeons
System has 2 translucent panels open. On the left he has the dungeon design panel and on the right he has his notes. He is planning to make a big MM investment, so he wants to make sure he gets it right. His notes contain all of the intelligence he acquired by badgering Elitia, Saudia and Westwoods. Since systems aren't physical in nature, the only way they can write stuff down, is using the GUI. Elitia would scold System, if he saw him typing on the "on screen keyboard", but System prefers it this way. The only thing that's really missing is the tactile bump he used to get from his MX greens. His coworkers used to complain about them, but he knew they were just jealous. They even went so far as to point out, that the top hit on youtube for "MX green" argues that you should never buy them. Nobody gives feedback like that without an agenda.
I digress, dungeons. In System's notes it is written, that a level 1 dungeon can have 1-4 mana accumulators and 1-4 monster spawn points. Dungeons draw energy from the elements and use that energy to create monsters. When those monsters are slain, mana is released and channeled to the system. Mana is the dominant resource systems use, so dungeons are very valuable to the systems. A single level-1 mana accumulator can have a single level-1 spawn point spawn a single monster about once a day. Spawn rate is linear compared to the amount of accumulators as long as the amount of accumulators is less than or equal to the spawn points. Having more accumulators than spawn points still increases spawn rate, but at diminishing returns (note: Elitia wouldn't or couldn't tell me the exact rate, experiments required). It's possible to place one-off monsters and they can be up to a tier higher than the floor. One-off monsters don't get re-spawned when killed. (note: Since it doesn't generate more mana than it costs, isn't this in conflict with the purpose of the dungeon? I will have to think about this feature).
His discussions with the other systems brought another key concept to light: occupancy. Depending on the tier of a dungeon, floors have an expected base occupancy of monsters (note: base occupancy calculation unknown, experiments required, although Elitia did mutter something about floor size being relevant after considerable persuasion/annoying him). When a floor has over 100% occupancy, slaying a monster sends most of the mana to the system (note: Yes!). When a floor has less than 100% occupancy, then the mana is absorbed by the dungeon instead and used to create new monsters. This process is suboptimal and a large chunk of the mana is lost (note: avoid at all costs!). System can't harvest MMs like that. If the occupancy keeps rising, then eventually overflow will occur, causing a dungeon break (note: overflow occupancy unknown, experiments required). Monsters that have left the dungeon send their mana to the system when killed (note: experiments required. Is it possible to abuse this mechanic? Can I create a dungeon on the wall of a cliff and have monsters fall to their death, creating a perpetual mana generator? Can I create a dungeon underwater so that the monsters drown when they leave, etc.) Overflow on the deeper floors causes monsters from all floors above to panic. They will run away from the more powerful monsters and go into hiding on their own floor, a higher floor or join the dungeon break. Elitia once offhandedly remarked that mana accumulators will feed the spawn points on the same floor, but will reroute to floors with
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Accumulators draw elemental energy from the surroundings and feed the spawn points. If a dungeon isn't cleared in a long time (decades), accumulator efficiency drops, due to a lack of remaining elemental energy in the environment. Spawn points are areas in which the walls of the dungeon spawn new monsters. Every spawn point has to be configured to spawn a specific type of monster. At least one spawn point is required to match the floor level. Other spawn points on a floor are allowed to be of a lower tier (note: do lower leveled monsters still cause overflow? Experiments required). Raising the tier of a dungeon, doubles the minimum spawn points on the floors above it and quadruples the maximum accumulators and spawn points on the floors above it. (note: this gives a lot of flexibility in dungeon design. I can have more accumulators than spawn points or vice versa. Having more accumulators raises monster production at reduced efficiency, but this exhausts elemental energy while creating less monsters. Having more spawn points than accumulators seems like a bad idea. But how does this interact with rerouting to floors at
Floors can have at most one boss. Bosses are placed in a boss room. Adventurers will be locked in the room until either the boss or the adventurers die. Boss rooms are required to have a reward chest at the appropriate level. The boss and reward chest are re-spawned a month after killing the boss. >100% occupancy does not speed up this process. However, it does speed up if overflow is eminent. All of the energy will be redirected to spawning boss monsters and overflow will be delayed until all of the bosses have re-spawned (note: do boss monsters join the stampede? Experiment required). The last floor is required to have one boss room on the critical path. For other floors the boss is optional and doesn't have to be on the critical path. The boss has to match the tier of the floor, but the other systems remark that there is considerable flexibility in changing the difficulty by picking a boss monster type.
At the end of the critical path is the dungeon core. It has to be on the deepest floor somewhere after the boss room. Dungeon cores are autonomous and control the dungeon after they are placed. When an adventurer destroys the core, the dungeon is destroyed in the process. The remaining resources are converted into XP for the adventurers. Adventurers want nothing more than to destroy the dungeon core, effectively preventing the system from gaining any further mana or DXP (see below).
Although the other systems never mentioned this, System's own tinkering with the GUI has taught him that the dungeon has to follow certain rules. It is not allowed to create rooms that cannot be reached. There has to be an unobstructed critical path through the dungeon. Rooms may be hidden behind illusions or hidden mechanisms, but the critical path may not. The critical path has to be traversable as well. Though traps are allowed. (note: the GUI seems to be requiring a form of "fairness". I might be able to get around this by finding exploits. E.g. what if I hide the proper path in darkness? Or what if I lure adventurers away from the critical path with a treasure chest? What if I turn the critical path into a lengthy winding amusement park line?).
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Apart from monsters, it's possible to place treasure chests and traps in the dungeon. Both draw energy from the accumulator to reset. According to Saudia treasure chests reset once a week, but faster when at or above 100% occupancy. (note: Traps don't yield mana. Better to have adventurers face monsters instead). According to Elitia, adventurers need to have a reason to go dungeon diving. All interviewed systems have commented on the effectiveness of using treasure chests for motivating adventurers to dive (note: need to figure out ways to influence who finds the chests). Chests colors follow coinage: bronze, silver, gold, etc. Better colored chests are permitted at deeper floors and offer better rewards. Like with monsters, non-resetting traps and chests can be placed. These can be one tier higher than resetting traps and chests.
A tier one dungeon has a maximum radius of 1km. According to System's calculations, the area that can be excavated is roughly 3 KM². A tier one dungeon is required to fill half of the radius. In other words, less than a KM². System's discussions with the other systems suggest, that the other systems keep their floors as small as possible. Needless to say, designing a KM² of dungeon space quite a lot of work. Though the tool allows the system to copy sections. The dungeon boundaries are circular, but round dungeons are hard to design. So typically there is some dead space. Every additional tier doubles the radius of the floors above it. So, for a tier two dungeon, the first floor has a maximum radius of 2KM and the second floor has a maximum radius of 1KM. A tier three dungeon has a ½-1, 1-2, 2-4 KM radius for the third, second and first floor respectively. A tier three dungeon would allow system to create a massive 50 KM² first floor. (note: that's around the same ballpark as the size of Manhattan).
For every floor of the dungeon, the system has to assign a biome. Only bosses, monsters and spawn points appropriate to the biome can be selected. Before the monster or spawn point can be placed, the system has to make sure that the area can support the monster. To give an example, you can't place a spawn point for fish if there is no water. Only the biomes for nature, life and death are unlocked. After that follows a long list of locked biomes. Certain biomes have restrictions, such as a minimum and maximum floor depth, where the biome can be placed.
Dungeons work with a separate XP system called dungeon experience (DXP). DXP can be used to unlock novel monsters, biomes and features such as customizing treasure chest rewards, spawn point monster level and spawn rate, etc. Of course System has 0 DXP, so he can only look at the locked features longingly. He does get one free monster unlock per level and one free general unlock per level. Tier one has about half of the monsters unlocked, which makes sense, otherwise there would be no way to start. DXP can be gained with achievements. For example: 10 DXP for creating a tier 1 dungeon, 100 DXP for tier 2 and 1000 DXP for tier 3 and so on. Annoyingly, this DXP won't be available to him until after he places the dungeon and he can't modify the dungeon after placement. There's also achievements for killing 10/100/1000/... adventurers and for killing monsters and bosses in the dungeon. There's different achievements for killing monsters and bosses of different tiers. In fact, there are so many achievements that he will probably be unlocking some of them without being aware about their existence. System realizes that the GUI is designed to have systems start with low tier dungeons and work themselves up from there. As he is designing his dungeon a voice is constantly nagging in the back of his head that he should start with a tier one dungeon to figure out how everything works. He knows that it is the right choice, but is unwilling to acknowledge that fact. Since everyone (especially Elitia) keeps telling him not to create a tier three dungeon, his pride won't permit him to start with anything else. { *mutters* even the GUI is plotting against me }
There is only one problem. He doesn't have enough mana. He thought he did and he had enough to create a tier 3 dungeon, but not the dungeon he wants to make. System was in a pickle. Once he started adding all the accumulators, spawn points and other dungeon props, his remaining mana dropped so quickly that he realized he was short by quite a bit.
{ How do I save up more mana than I already am? I have been assigning cheap classes to save MM's, but eventually the adventurers will need a follow up class. At that time my strategy will backfire, because adventurer plus a career class will raise the cost of the career, even though it is cheap now. Is there any way I can avoid spending so much mana on assigning classes? Wait a minute... How about I just hold off on assigning classes altogether? I'll just assign their class later, that shouldn't cause any real problems for anyone. In fact, I doubt anyone will even notice! }
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How to Raise Your Dungeon
A dungeon core awakens for the first time. It knows nothing, it has nothing, but it can hear something. Voices, whispering, talking, and sharing. For now, they are distant. But it believes, if it proves itself, they may provide it with wisdom and direction. And so its slow but steady growth begins. Polls will come when the dungeon specifically wants to choose between a number of options, and believes it will receive an answer. However, it will "hear" any comments made on the most recent chapter, and these will shape its behaviour. It trusts you implicitely. This story is an exercise in stretching my creative muscles, so with each decision made, the options and opportunities open to the dungeon will change- some closing off forever. The dungeon will face threats periodically, and its fate in these encounters will be heavily influenced by your advice, though it will of course do its absolute best even without advice. It hardly wants to die. Heavily inspired by There Is No Epic Loot Here, Only Puns, though my approach to the concept is somewhat different from that work.
8 199Cultivation Mart
In the world Qi is life, a purpose, a way of living. Since times immemorial, before the universe was really the universe and only cosmic dust and energy , the first ancient beings harnessed the Qi to become living immortals, and now everyone wants to become one. From the smallest rat , to the biggest dragon, and to the craftiest human ,everyone cultivates. Going against the will of the heavens, collapsing mountains, reigning supreme over the masses is everyone's dream, but what a hard one it is to fullfil. BUT DON'T YOU WORRY, C-I Mart is here! Looking for the most quality ingredients for your pills , weapons or armor at great prices? You want to by fasting pills on bulk, cultivation manuals, martial techniques, or you maybe want something more spicy.... hehehe..... In C-I Mart you can by almost anything you can and will need in your cultivation journey, all at great price, because in C-I Mart we value our customer and we both grow together. C-I Mart, we put the I in Immortal!
8 218Motherland
The isolated nation of Silveria has been content with neutrality for years. Thriving, booming and prosperous, the small country lives in the midst of a century-long war between the superpowers of the Coalition and the Unity, a conflict that has claimed the lives of millions, and appears unlikely to end. With a sudden invasion threatening the peace of the nation, the people of Silveria are expected to rise to the challenge, and protect their sovereighty, freedom, and their Motherland. Is a spiritual successor to the novel : 𝕽𝖊𝖇𝖊𝖑𝖑𝖎𝖔𝖓 Chapters are released once every two days, and occasionally early.
8 179The Necromancer's Notebook
Typist's Note History of File #004789301: -Original stored in filing cabinet of one Detective Greary of Arkham police department until death in 1913 from heart attack, then moved to “Cold Case” cabinet in main office. - Originals relabeled “Case File #0003876: Evidence: Open” and moved to APD sub basement one, cabinet 08. July 8th 1925. - Box labeled “Case File#0003876: Evidence: Open” moved as part of district consolidation to Boston Police Headquarters Retention Room 10, row 9, shelf 5. April 30th 1975 - Contents of Box labeled “Case File#0003876: Evidence: Open”, reviewed by Retention Clerk Casey Damaset #11238 and labeled for removal. Contents of original documents typed by #11238 and refiled as document #004789301 in Final Retention cabinet January 2nd 1993 before originals were destroyed. Originals comprised mostly of handwritten notes stored loose leaf in a box with no discernible organization or order. For the most part seem to have been pulled from the same notebook approximately two inches by four in dimensions, bound along the spine like an old pocket book. No indication was made anywhere of the manner in which these documents came into the original officer’s possession. They have been recorded in the order in which they were found, with appropriate notes included to indicate where materials have deviated from the norm. Priority for retention: Low. Labeled for destruction at Final Retention Cycle end 2010. To read in full: Click here. Or start the first chapter.
8 151The Saga of Geir Røshjert
"His name will never be sung, son. Skalds and bards like me will never tell his stories to the mass. But only us and us alone will keep telling his story, his actions, his saga. For he is the man who started all of this." This is a story no man in Lumenter will ever hear, no man except for an Arnesen, for his stories are dull and generic to the ears of the masses, except for us, because he is the very reason why our people traveled this far east, why kingdoms in Erisgi fell and rose, why I... even existed in the first place. He is Geir, son of Arne, called 'the Stranger' by the people. But what he truly is, is a fiery red heart that beats inside every Eyklandian, Arnesen, and me. Røshjert (My Submission for Royal Road's Writing Competition in June 2022)
8 70The most human elf in Shaylet - Paused until further notice
The elves are a race that pride themselves in the purity of their blood, in their natural beauty and in their mastery of archery. They love nature and hate those that defile it. Finch is nothing like them. He could care less about nature. The most elven thing about him is his ears and boyish face. He grew up enslaved by racist nobles and escaped the first chance he got. Taking odd jobs to make enough to get by, he honed his skill in the sword and became an adventurer. This is about how his first big assignment from the guild might change the kingdom *This is the first fiction I have ever written, please be gentle.* This fiction is now on pause as I rewrite it. I am also working on another story at the moment. I will rework this story and hopefully improve upon it before I re-upload it. Until then my other story will be taking most of my attention. Thank you.
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